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  • Book Overview & Buying Unity 2021 Cookbook
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Unity 2021 Cookbook

Unity 2021 Cookbook

By : Matt Smith, Shaun Ferns
5 (10)
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Unity 2021 Cookbook

Unity 2021 Cookbook

5 (10)
By: Matt Smith, Shaun Ferns

Overview of this book

If you are a Unity developer looking to explore the newest features of Unity 2021 and recipes for advanced challenges, then this fourth edition of Unity Cookbook is here to help you. With this cookbook, you’ll work through a wide variety of recipes that will help you use the essential features of the Unity game engine to their fullest potential. You familiarize yourself with shaders and Shader Graph before exploring animation features to enhance your skills in building games. As you progress, you will gain insights into Unity's latest editor, which will help you in laying out scenes, tweaking existing apps, and building custom tools for augmented reality and virtual reality (AR/VR) experiences. The book will also guide you through many Unity C# gameplay scripting techniques, teaching you how to communicate with database-driven websites and process XML and JSON data files. By the end of this Unity book, you will have gained a comprehensive understanding of Unity game development and built your development skills. The easy-to-follow recipes will earn a permanent place on your bookshelf for reference and help you build better games that stay true to your vision.
Table of Contents (15 chapters)
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Free Chapter
2
Responding to User Events for Interactive UIs
3
Inventory and Advanced UIs
6
2D Animation and Physics
13
Advanced Topics - Gizmos, Automated Testing, and More
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15
Virtual and Augmented Reality (VR/AR)

How it works...

Scripts that we place in a folder named Editor are known as Editor scripts, and in such scripts, we can customize and extend the features and look-and-feel of the Unity Editor. In this recipe, we've created Editor scripts to display and limit the movement of scene objects in a grid.

The EditorGridGizmoMenuItem script class adds a new item to the GameObject menu. When selected, a new GameObject is added to the Hierarchy window named ___snap-to-grid___, positioned at (0, 0, 0), and containing an instance object component of the GridGizmo script class.

GridGizmo draws a 2D grid based on public properties for grid size, color, number of lines, and line length. Regarding the SetGrid(...) method, as well as updating the integer grid size variable grid, it also invokes the SnapAllChildren() method so that each time the grid size is changed, all child GameObjects are snapped into the...

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